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Old 03-24-2007   #3 (permalink)
Lord Commander Erus..
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Originally Posted by experiment 626 View Post
hehehe! why thank-you

well, overall i like the look of it as there's a good balance of offense & defense, not to mention a good deal of speed when it's called for!
however, some things to look into;

- the retinue. it's well worth the 50pts to have a pair of heavy bolter servitors... coupled with the psycannon you can lay down some serious BS4 anti-infantry firepower. the flamer is nice for those moments when a good 'ol fashioned counter-attack is needed!
oh, and remember to keep this unit at least 4" from any of your units when using the books of pain.

Since I will take your advice on dropping the auto-cannoned sentinel, I will add on the recommended second servitor. Should I modify anything else?

- the stormies really, really need some special weapons... hellguns suck honestly. (wow, ap5?! so they use a duracell battery instead of a rayovac...)
plasma guns are decent options due to the stormies heavier armour and BS4, but also having a 6 man squad with 2 meltaguns in a chimera is a great little tank-hunting unit.

[color="Red"] This is true, but I had just been thinking numbers. Editing it now, with the removal of a sentinel and 2 rough riders, It had enough to tool up each squad with 2 flamers/2 meltas/2 plasmaguns, unless you think I should drop the flamers from the one squad and add in more plasma or melta? 40 pts. still to play with at this point./COLOR]

as for the guard elements;
- the command squad really comes into it's own when used as a mini special weapons squad as each guardsman can potentially have a special weapon!
a favoured set-up for a general all-purpose list would be: JO w/plasma pistol, 3 guardsmen w/plasma guns & vet medic to handle a couple over-heats...
i also like the Ld booster + counter-attacker: JO w/power toy + 2 guardsmen w/flamers & mortar team. they can sit safely out of sight and fire their mortar and if the enemy reaches your lines, then you've got a pair of flamers for dishing out the hurt!

then there's the hot lead set-up: JO w/power toy & storm bolter, 2 guardsmen w/grenade launchers & heavy bolter team. that's a total of 5 ap4 shots and 2 ap5 shots each turn at 24"! enough to blunt smaller units of infiltrators like scouts or put the hurt on a lighter assault unit like banshees...

I don't seem to have the option, with inducted guard, to include a medic, and in order to keep my heavy weapon, I need two lasgun wielding guardsmen. I have removed the heavy weapons, but still can't seem to find where Inducted Guard can have medics.

- as for the infantry, i suggest giving them some special weapons... grenade launchers are fun for throwing around some S6 ap4 krak grenades and they will become damn annoying too! (i always seem to kill space marines with krak grenades to the head over plasma or such?!!)
avoid plasma with the guard! you honestly have a better chance of killing yourself than you do of hurting the enemy... if a squad is ment to advance, give them a meltagun for some anti-meq power or else a flamer for general crowd control.

This can't be done without sacrificing the rough riders, which I will have to do. I have also downgraded the Lord Asireloth to a power toy. If I can wiggle it out later to be a force weapon again, I will. I also removed the heavy weapons from the command squad so I can better tool them and the infantry. So far three squads of regular infantry have 1 meltagun apiece, three have 1 grenade launcher apiece, and 4 squads have one flamer apiece. to tool the last platoon, I sacrificed one sage, as Asireloth and his retinue pack enough of a punch to hurt any sneaky little squad. I also stripped the sentinels of their tasty little armoured crew compartments, and came in with two 'hot lead' option squads, and one with meltas in it.

- never use a squad of 3 sentinels... once 2 die, they give up half their cost in VP's and they no longer count as a scoring unit. drop the autocannon one and stick with the tank-hunting lascannons as daemonhunters are generally hurting in that department anyways!

Duely noted, and done! Thanks.

- i'd drop the rough riders down to 8 men as they are really a one-shot wonder type of unit. (those lances only work once sadly...)
one fun trick though - give the sergeant the honorifica and he'll get 4 attacks with the lance the first time he charges! of course, giving him the shiny medal means you can't use it on your JO and having Ld9 with guard is quite handy... (yes, it's a bloody tough descision to make!)

Again, I have no such wargear options, so I don't believe Inducted Guard can have an honorifica. I am considering removing these boys so I can tool up my regular guardsmen to fit the ideas you have above, and therefore be a bit more effective. Thoughts there? that, or remove the Culexus, which I am rather attached to know that I've proxied a small game with him in it.

well, that's all the blather i've got for now!
hope it helps, and again welcome to the darker side!
cheers!
Overall, I am 4 pts. under, and very much more toughened up I think. I will post a detailed and edited list later, the family is over for dinner now!
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